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Re: Spell costs
Posted: Fri Aug 18, 2017 9:09 pm
by Deathgrowl
Aspect of Sorrow wrote:More grinding than what we have now is not a step in the appropriate direction.
This is exactly my thought on the matter, and many other matters. Introducing features that directly encourage grinding is a bad idea. Better let grinding be an option to those who like, but instead work on efforts to encourage and reward roleplay and roleplayed adventuring.
Re: Spell costs
Posted: Sat Aug 19, 2017 5:37 am
by Face
Deathgrowl wrote:Aspect of Sorrow wrote:More grinding than what we have now is not a step in the appropriate direction.
This is exactly my thought on the matter, and many other matters. Introducing features that directly encourage grinding is a bad idea. Better let grinding be an option to those who like, but instead work on efforts to encourage and reward roleplay and roleplayed adventuring.
It would open up roleplay though as wizards wil be out and about to gather spell components it would even open up a lot of trade rp
Just maybe not the rp you want.
Re: Spell costs
Posted: Mon Aug 21, 2017 7:45 am
by Calantyr
Face wrote:Deathgrowl wrote:Aspect of Sorrow wrote:More grinding than what we have now is not a step in the appropriate direction.
This is exactly my thought on the matter, and many other matters. Introducing features that directly encourage grinding is a bad idea. Better let grinding be an option to those who like, but instead work on efforts to encourage and reward roleplay and roleplayed adventuring.
It would open up roleplay though as wizards wil be out and about to gather spell components it would even open up a lot of trade rp
Just maybe not the rp you want.
I suggested spell components years ago, along with all the great RP it would encourage as well as encouraging people to team up to go on self-made quests to gather rare components. It got shot down because "it hurts casters for no reason! Nerf martials as well!". This thread was to suggest a compromise. So much for that.
Re: Spell costs
Posted: Mon Aug 21, 2017 8:04 am
by Sun Wukong
Calantyr wrote:
I suggested spell components years ago, along with all the great RP it would encourage as well as encouraging people to team up to go on self-made quests to gather rare components. It got shot down because "it hurts casters for no reason! Nerf martials as well!". This thread was to suggest a compromise. So much for that.
PnP is far less grindy than NWN2, and you cannot really survive with just one cast of a good spell that requires a rare component. Then we should also think about that encumberance limit because some of those rare components do come with a considerable weight. Not to mention that grind for rare components would be no different to grind to do the quests, well, technically you can hire someone else to do it for you, but only as long as you have the gold and items they desire, which means that you still need to do regular grinding yourself. Thus, as much of a novelty it would be to have rare components, it would just introduce more and more grinding.
Moreover, what of bags of common components to cast most of the spells?
Thus, I have to agree that it would nerf casters considerably in this grindy environment of NWN2, and if implemented perhaps you should also add ways to become fatigued and exhausted simply due to time passing. (Which would be a constant nuisance for everyone considering how fast the in game hours turn and how rest limitations will not let you sleep.

) Etc... Etc...
Re: Spell costs
Posted: Mon Aug 21, 2017 9:55 am
by Aspect of Sorrow
Face wrote:Deathgrowl wrote:Aspect of Sorrow wrote:More grinding than what we have now is not a step in the appropriate direction.
This is exactly my thought on the matter, and many other matters. Introducing features that directly encourage grinding is a bad idea. Better let grinding be an option to those who like, but instead work on efforts to encourage and reward roleplay and roleplayed adventuring.
It would open up roleplay though as wizards wil be out and about to gather spell components it would even open up a lot of trade rp
Just maybe not the rp you want.
"Do you have a bone wand?"
"No."
"Lets grind."
That is today's implementation. This proposed change would just be exponential.
Re: Spell costs
Posted: Mon Aug 21, 2017 10:45 am
by dedude
Aspect of Sorrow wrote:"Do you have a bone wand?"
"No."
"Lets grind."
As the sailor said to the nun...
Re: Spell costs
Posted: Mon Aug 21, 2017 11:45 am
by metaquad4
In order to make it fair, we could institute a durability system for items.
Cloth Armor and Cloaks require sewing kits, which weight 1 lb each.
Leather Armor, Helmets, Boots, and Belts require special stitching kits, which weight 5 lbs each.
Heavy Armor, Shields, Weapons, Rings, and Necklaces require repair kits, which weight 10 lbs each.
Weapons break slowly as they are used. Other items break slowly as the wearer is hit with damage. Gloves break slowly when the attack hits, if the attacker is unarmed.
Items with no enhancement bonuses can hit or be hit 50 times before they are in danger of breaking. These items require a basic or higher repair kit to fix.
Items with a tier one enhancement bonus can hit or be hit 100 times before they are in danger of breaking. These items require a tier one or higher repair kit to fix.
Items with a tier two enhancement bonus can hit or be hit 150 times before they are in danger of breaking. These items require a tier two or higher repair kit to fix.
Items with a tier three enhancement bonus can hit or be hit 200 times before they are in danger of breaking. These items require a tier three or higher repair kit to fix.
Items with a tier four enhancement bonus can hit or be hit 250 times before they are in danger of breaking. These items require a tier four or higher repair kit to fix.
When your item breaks, you use a repair kit on it to fix it. Each repair kit costs coin, dependent on the quality of kit:
Basic: 100 Gold Each.
Tier One: 200 Gold Each.
Tier Two: 300 Gold Each.
Tier Three: 400 Gold Each.
Tier Four: 500 Gold Each.
----------------------------------------------------
This system would not only balance out the proposed system, but it would also serve to buff particular underpowered elements. For example, dual-wielding builds, kaze-no-kama builds, and multihit spells (that have their damage lowered considerably by DR) can serve a new purpose: To damage someone's wealth. Each hit would count as a tick against all their items, and would literally milk the money from them into a gold sink. Even OOC PvP or hijinks wouldn't be safe, just like with the current system. What fun, right? No more OOC PvP with your friends, and now fighters have to be just as careful as mages with their shekels! Everyone grinds more! Less RP happens because people are busy grinding! Grrrreat!
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That should demonstrate why it isn't desirable to have spell costs. If its still desirable, grind gold, buy an item at the merchant, sell it back, and pretend the loss was due to paying for durability or spell costs. More power to you. If you don't want to, you probably wouldn't enjoy the system you are suggesting/advocating for and there is no reason to put it in. If you just want to see other people grind, that is too bad. The system needs to be enjoyable, not one that forces people away. I can't see extra grind as enjoyable. If you can, go and become the richest person on the server. If you have the heart to grind that much, you certainly can.
Some more questions:
If there are retcons in RP, are the DMs going to fork out coin? How would they verify who gets what coin?
Will it be worth slowing down bug reporting, since noone wants to go out of their way to test anything for fear of more grind? Will it be worth eliminating OOC fun hijinks that some of us enjoy?
Are you an IRL grinch? (I swear I love you! D:)